PlayStation

The great thing about these expensive, newfangled videogame consoles is that what you take out of the box isn't what you'll have forever. The platforms are constantly evolving to make for a better user experience. PlayStation...

Rodensoft, a Japanese indie developer, has revealed new information regarding a Final Fantasy VII fan game in development as a personal project. Final Fantasy VII: Time Guardian was planned to be an alternate version of the ...

Folks were worried last night when Sony failed to extend the trademark for The Last Guardian. Sony confirmed to GameSpot that it, "can confirm that the Last Guardian is still in development." Failing to renew the tr...

Waiting to finally see more of Sony’s elusive The Last Guardian? You may be in for some disappointing news in the near future, as one eagle-eyed NeoGAF user discovered Sony has opted not to extend its trademark for...

When you hear the words "cooking game," your mind probably goes right to the uber-casual Cooking Mama franchise that was huge in the late 2000s. However, years before that in 1998, Nippon Ichi put out its own cooking game for...

You know Eiffel 65 for the international sensation "Blue (Da Ba Dee)," whose music video looks like it was ripped straight from a videogame, but did you know the Italian Eurodance group also put out a song about the original...

These ads come from not too long after the Iron Curtain became the Iron Drapes, and Western culture began flooding the former Warsaw Pact. It's obvious that there was still a little bit of a learning experience going on in 19...

They're certainly not showing any signs of slowingRoller coaster riding should be in games more often. It's easy to simulate and usually a really fun part of any game that has it. A great example is Rocket: Robot on Wheels, which even lets you build your own coaster. The pro...

Sony's still working all the 2014 out of its system. More than two week into the new year (practically the "old year" at this point), and PlayStation Blog's still trickling out the best performers of 2014.
This time it's the ...

Jan 10 //
Obscure Video Games
Sadly, Zoku Segare Ijiri is tough to come by these days. Most online retailers don't carry it at all anymore, and those that do are charging a fairly good amount for it. Also you would need a Japanese PS2 and fairly decent understanding of the language to figure out what's happening. I must confess that I was barely able accomplish much in it at all (though I had a lot of fun trying). The mini-games included look enticing, ranging from a shmup, a soccer game, some sort of punk-rock board meeting, and even more punk-rock people doing something... naked? I can't tell for sure, but if the rest of the game is anything to go by, I wouldn't be surprised.
Any soft serve-style poop comedy lovers out there in the audience? If so, let us know and we'll do out best to run a stream of Zoku Segare Iijiri in the future. Even if only five of you show up for the steam, it will still be worth it.

Looks like a fun partyHey everybody! My name is Steve, and you may or may not know me from a blog I do over on Tumblr called Obscure Video Games. I enjoy digging up weird old games that most people have forgotten about and sharing my findings, usu...

We're well into the new year, but not everyone's put 2014 squarely in their rearviewmirror. PlayStation Blog just finished tallying the votes to determine which games Sony fans were most fond of last year. All PlayStation pla...

I’ve been in contact with Osamu Sato, the creator of the illustrious LSD: Dream Emulator for a tell-all about his games and legacy for a feature at VICE Motherboard for a few months now.
This means I’ve been inves...

Get to know the people who make great videogames
[Update: Argh! Sorry to everyone who was confused seeing that the video was "private". That's because the live show ended on 12/21/2014 at 5:30pm EST. The rerun should be up this weekend. Here's a trailer for Desert Ashes in...

Dec 12 //
Brett Makedonski[embed]280326:55477:0[/embed]
Salt and Sanctuary
It's been long known that the closest thing that Microsoft had to a dedicated indie developer was Ska Studios. That's why it was such a jarring announcement when the team of James and Michelle Juett Silva announced that their next game, Salt and Sanctuary, would be a PlayStation 4 and Vita exclusive. After getting some time with the game, it's easy to say that it's poised to be a fine introduction to those that have stuck solely by Sony's side all these years.
Spending any time with Salt and Sanctuary will lead anyone to draw the obvious parallel between it and the Souls games. That's not inaccurate in any way. Salt and Sanctuary is Ska's love letter of sorts to the From Software titles. Salt functionally acts like souls. Staying light and nimbly rolling out of the way of attacks is an advised strategy for success. Oh yeah, and it can be just as unforgiving as Souls if you don't take time to learn the mechanics and patterns of enemies.
But that's not to say it's a clone of sorts. There's more that Salt and Sanctuary does to carve out its own identity. We only saw the first boss, so there's sure to be plenty of content to discover. However, the 2D direction sticks out, and the art style is so wonderfully Ska. Fortunately, Ska has a personal goal of shooting for a 2015 release, so hopefully PlayStation owners won't have to wait long to see what they've been missing.
N++
Few games in recent memory have had that special platforming prowess that N+ did. The small black ninja and his floaty leaps and wall-jumping abilities were simply maddening when it came to just trying to collect some gold and reach the exit. You see, absolutely every danger in N+ proved to be immediately fatal. Dying over and over wasn't uncommon for most players. But all that made successful runs so much more special.
N++ is that again, more or less. Except this time, it's as beefed up as it can possibly be. Developer Metanet Software says that this will be the last N+ title it makes, so it's leaving nothing on the table. One thousand levels, cooperative play, competitive multiplayer races and the possible inclusion of deathmatch -- anything that works well will be added. That's all fine because soaring across levels and dodging everything in sight has gotten no less enjoyable.
Axiom Verge
A cursory glance at Tom Happ's Axiom Verge, and it's immediately clear where he drew inspiration from. The retro, 16-bit action evokes memories of Metroid and Contra. It's the type of game that looks as if it's made in the spirit of some of the developer's most beloved titles.
And, in that same vein, Axiom Verge does all it can to not hold your hand -- again, just like those games of old. Some of the obstacles can appear so obtuse, but are so rewarding once you finally figure them out. A wonderful melding of action, exploration, and puzzle-solving, Axiom Verge looks to hit that perfect harmony we fondly remember titles of several generations ago routinely hitting.
To Leave
To Leave is another wonderful platformer, but this one's more Flappy Bird than Super Meat Boy. Playing as a boy named Harm, you're tasked with the ultimate goal of leaving. That title's brazenly on-the-nose.
Clutching a magic flying door (we didn't say it made sense), Harm navigates levels by tapping a button to elevate, and not tapping it to sink. The challenge lies within the fact that touching any wall leads to immediate death. There are also floating objects to collect that add time to the clock that's constantly winding down. Letting time expire results in having to start the level over again.
That all sounds basic enough, but it raised an eyebrow when the developers said that some levels eventually take about an hour to clear. Add in the fact that puzzles are introduced and used often, and there's definitely quite the challenge in To Leave -- one that we didn't want to put down, much to the dismay of those in line behind us.
Keep Talking and Nobody Explodes
Maybe the most thrilling game we played at PlayStation Experience came when we didn't even have a controller in hand. Project Morpheus-enabled Keep Talking and Nobody Explodes was a riveting five minutes of bomb defusal, and all we had in front of us was a binder full of paper and a pencil in our hand.
Paired up with someone wearing the virtual reality set, we had a list of constraints in front of us explaining how this bomb could be disarmed. We obviously couldn't see if there was a yellow wire, or what symbols were on the activation code pad, so we just had to do our best to repurpose the constraints into questions and commands for the defuser.
"How many yellow wires are there?" "Describe the four symbols on the pad." "Okay, push them in this order..." It wasn't easy going, but the three-step process was eventually achieved. Those pulse-pounding few minutes were met with a sigh of relief when our partner said "awesome, we did it." And, we finished with a scant eight seconds left before everybody exploded. Lucky thing we kept talking.

In no particular orderWith regard to games shown at last weekend's PlayStation Experience, Sony had two noticeable strengths: its first-party mega-titles and the projects of its ever-growing stable of independent developers. While PlayStation fans...

In addition to Mega Man Legends 2 and Mega Man X3, The Misadventures of Tron Bonne is one of the rarest Mega Man games there is. Thankfully, it's coming to the PSN in Japan, alongside of Mega Man 8 (one of...

Dec 09 //
Brett Makedonski
David Jaffe's segment of the keynote was met with a mass exodus to the side of the room, as people learned the show floor was opening.
After the first few hours, it almost seemed like Sony had bit off more than it could chew with this outing. The convention still felt like a success, but it was impossible to ignore the enormity of the hall that was rented, with a fair amount of empty space in all directions. This was more apparent after some of the crowd started to filter out.
The PlayStation Experience's strengths were predictable in that they're the platform's strengths -- first-party titles and indie developers. The first-party games like The Order: 1886, Until Dawn, and Bloodborne were presented with the most elaborate booths and seemed to have the most buzz about them. The indie developers, lined up along the length of one side of the hall, provided dozens of quality-looking titles one after another.
However, the presence of third-party publishers was mostly laughable. Aside from a few exceptions such as Battlefield Hardline, almost every booth was made up of already released games. But, that's sort of the issue with throwing a convention in December. Most titles these companies want to promote have already released, and it's mostly too soon to show off builds of 2015 games unless they're set for quarter one.
Swag bags, baby. Swag bags.
So, the result was there just wasn't all that much for convention-goers to play in the way of triple-A games. Hopefully most of them spent a lot of time in the indies section, because there was plenty of gold there. It just may not have been what they were looking forward to when they originally planned the trip.
Even though PlayStation fans go nuts for many first-party exclusives, no game had anywhere near the longest line at PlayStation Experience. That distinction goes to the queue for swag bags, as it snaked through a roped-off area and then stretched along the wall of the massive room. The second longest line was probably to play Project Morpheus, as many looked to relish the opportunity to get a first-hand look at a virtual-reality experience.
By the time the second day rolled around, attendance appeared to have taken a significant dip. It wasn't sparsely populated, but moving about the show floor wasn't at all a hassle, and it just didn't have the feel of a major show any more.
Second day looked different than the first.
What persisted from day one was the general atmosphere of the PlayStation Experience. Everyone seemed to be in a great mood, and there was just a raw sense of enthusiasm that hung over the entire weekend. Several people compared it to the early days of PAX, before PAX became as overwhelmingly large as it is now. It was just people who were happy to play videogames.
That's why PlayStation Experience was my favorite convention this year -- not because it was the best convention, but because it felt like the most positive show that everyone was genuinely excited to be at. It was a phenomenal first showing for Sony in that sense. If the organizers can scale this up slowly year-by-year while still evoking that attitude, Sony will have something special in PlayStation Experience.

Not bad for a first tryI've been to a lot of videogame conventions this year. From the relatively small BitSummit to the monstrosity that is gamescom, I've pretty much seen them all. I didn't think this past weekend's trip to Las Vegas would result...

Sony surveyed 10,000 Japanese PlayStation fans (via Gematsu) of all ages to decide the best PlayStation game over the past 20 years and Dragon Quest V took the top spot (Final Fantasy VII the second spot).
Among res...

You may remember Criminal Girls: Invite Only as the game we covered back in July two different times where it was briefly suggested the game shouldn't be localized. But that's only because I didn't write the post, because I'm...

PlayStation Experience takes place in Las Vegas in early December, and it's sure to have plenty of announcements and surprises. One of those is getting teased today with a rabbit hole of information (starting with this noteb...

Devil Dice! I wonder if I can find my original disc. And, hey, Sony actually acknowledging the Vita (also advertising the pink one on their Japanese YouTube page)! Less good than making more games for it, but, you know. Plus...

Nov 04 //
Brett Zeidler
Freedom Wars (PlayStation TV, PlayStation Vita)Developer: SCE Japan Studio / Shift / DimpsPublisher: Sony Computer EntertainmentRelease: October 28, 2014MSRP: $29.99
Freedom Wars takes place in a future uninhabitable Earth, in which groups of citizens take shelter in underground Panopticons. A Panopticon is a city-state that functions based on the contributions of its citizens. Naturally, this has lead to an intensely Orwellian society. Big Brother is always watching, except here he's an adorable teddy bear mascot that spreads propaganda and cheers on the player to risk their life fighting giant monsters. Citizens are monitored through their Accessories, which are law-spewing robotic companions that never stop watching over them.
The player's character has been stricken with amnesia in battle, but, hear me out, Freedom Wars puts an honest twist on the trope. Everything in this universe is a crime; laying down while resting, allowing silence in conversation longer than five seconds, running too much, and a multitude of other offenses all hinder the advancement of the state. Biggest of all is losing one's memory. Physical resources are tight, but nothing is more precious in this world than knowledge. This leaves the player with a million-year long sentence for losing just that.
Outside of the core gameplay, managing this sentence is the most prominent mechanic of the game. Completing missions takes many years off, and any resources donated or held back from the state can subtract or add years (if the player is not yet entitled to said resource), respectively. All those ridiculous crimes mentioned earlier are absolutely real infractions the player can commit. They don't add too many years back on, but act as an effective reminder about the setting the player is in.
Want to run for more than five seconds without receiving an additional twenty year sentence? Buy the entitlement for it. Want new clothes? There are entitlements for that. The freedom motif is really driven home. To obtain these entitlements, the player simply has to save up entitlement points by being a productive member of the Panopticon. Completing missions and donating resources are the two main ways to accrue entitlement points. The more achieved, the more entitlements become available.
Freedom Wars is a hunting game through-and-through, so the main missions break down into a few different categories and that's really it. If variety is the spice of your life, you just won't find an abundance of it in a hunting game. The enemies that attack the player are called abductors, and, as their name implies, they abduct citizens as punishment for being sinners. Hunters are given the option of saving citizens from abductors, straight-up fighting abductors, or participating in firefights with enemy Panopticons.
The main weapon types are melee and guns. Melee breaks down into one-handed/two-handed swords and polearms; assault rifles, portable artillery, and autocannons make up the ranged weapons. The player can take any combination of the two of these into battle. Most hunting games emphasize personal style and preference, but the focus of strategy in Freedom Wars is knowing when to use these weapons. For example, melee is the most effective way to take down an abductor, but the same is definitely not true when facing opposing hunters.
Verticality is Freedom Wars' most appealing gameplay element, and it comes by way of the player's thorn -- a vine-like lasso that can be used for movement or attack. Trap, healing, and shield are the available thorn types that offer the benefits their names imply. More exciting, however, is that the thorn allows for zipping around the environment and grappling onto abductors themselves. Taking down giant monsters with a sword is cool, but latching onto them and severing limb by limb is even more satisfying. The thorn does a great service in improving the gameplay of Freedom Wars.
Characters met throughout the game's progression can be taken along on all missions, but the entirety of it is playable through local and online co-op. The companion AI does a decent enough job, but will only follow exactly where the player goes, and thus doesn't ever act on its own. Obviously, co-op is always more fun and is what the game advises, but with that said, the Freedom Wars can be played solo just fine. End-game missions just don't work with AI companions, however.
The plot structure can be completed somewhere in the neighborhood of fifteen to twenty-something hours, give or take depending on if the player participates in everything else there is to do. Hunting games are all about finally upgrading your favorite weapon, obtaining even better weapons, and finally getting that sweet new armor (in this case, outfit). Personal achievement is the name of the game, and Freedom Wars has no shortage of it.
Weapon crafting and upgrading is nothing new here -- gather basic resources and/or weapons, and this allows the player to use those to upgrade, modify, and create new weapons. It's as addictive as it is in any other game. I found myself more engrossed in the aesthetic customization, as I'm a sucker for it. Every aspect of physical appearance can be changed at any time. There are tons of clothing, accessories, and color palettes to unlock and choose from. These can be used on both the player's model and their Accessory. Fighting monsters for the good of the state is great, but looking good while you do it is even better.
Freedom Wars looks stunning. Character models are crisp and detailed, with their textures looking particularly nice. The game handles motion like a champ, and seemingly never suffers from slowdowns while fighting the biggest baddies (particularly impressive considering the amount of maneuverability at play).
Even on the PlayStation TV, the game really holds its own on a large HD display (as well as feeling great played with a DualShock 4). Strangely, the main section of the hub world suffers from really bad character pop-in and framerate stuttering while that's happening. It's an odd problem considering how small that area is and how big the gameplay environments are.
Freedom Wars starts off painfully slow, but picks up after around the first few hours. The narrative progression is kind of strange during this time, and doesn't add much to the experience at all. It's quite an investment to finally see payoff, but it is worth it to stick around. Loading times are fairly long, and there are a lot.. I could have done with less of them as there is just way too much time spent looking at loading screens as it is.
Freedom Wars has an intriguing setting, solid hunting action (with an always welcome grapple hook), insane amounts of customization, fully supported co-op, PVP, all through a beautiful presentation. There are numerous hours of content to keep you coming back again and again. It doesn't reinvent the wheel, but, by that same token, there's nothing else quite like it.
It's the PS Vita's biggest release this year, and likely will be for some time. If you own a PlayStation Vita or TV, you'd be crazy to pass up Freedom Wars.

Hunting with a side of grappling hookEver since it came out in Japan earlier this year, Freedom Wars has been high on my list of anticipated releases. Being from the illustrious SCE Japan Studio, the game found success overseas as one of the ...

Oct 24 //
Brittany Vincent
Mind Zero (Vita)Developer: Acquire, ZeroDivPublisher: Aksys GamesMSRP: $39.99Released: May 27, 2014
Step into a world where bizarre creatures known as MINDs occasionally cross over into the human dimension from the Inner Realm and take over hosts. In Mind Zero, they're found forming contracts with a group of unassuming high school students after they stumble into a strange old shop where they're faced with a harrowing decision: choose a MIND "weapon" or be killed.
The obvious choice is to go with a MIND, but perhaps that's a curse in itself, as they become bound to their host. The group of teenagers is tasked with getting to the bottom of a rash of crimes caused by those who have misused their own MIND contracts. In a world where the police think they're dealing with some sort of illegal drug, this is easier said than done.
[embed]281895:56088:0[/embed]
The plot does an admirable job of holding your attention, despite the fact that some of the characters do their best to push you away -- especially protagonist Kei, whose apathy is frustrating. The rest of the cast, including Sana Chikage, suffer from voice actors delivering repetitive dialogue and performances that grate on the nerves.
It's tough to stay engaged when the game seems to do everything it can to ensure that you're not, but the premise is interesting enough that you'll want to push through and continue playing to see what kind of resolution awaits. And given the fact that there's an overabundance of talking and exposition, this is an impressive feat. Thankfully, you can switch between the Japanese and English voice tracks for a reprieve from the latter's irritating nature.
But of course, you won't be standing around reading and listening to the characters talk amongst themselves the entire time. Mind Zero is comprised of story missions and dungeon-crawling. You can engage specific characters' stories to find out more about them, and earn extra equipment and sojourns back into dungeons. Otherwise, most of your time is spent excavating dungeons via a first-person perspective. This is a strange design choice, but one that does enhance the "alien" feel that Mind Zero exudes out of nearly every pore.
As you travel throughout each dungeon's grid in four directions, you'll come across treasure chests, enemies, and exits to subsequent floors. It's akin to other games of this ilk like Demon Gaze or even Shin Megami Tensei: Soul Hackers, but it will take some getting used to if you're a Persona fan entranced by the possibility of this being similar -- this is one way in which it's incredibly divergent.
Combat is a turn-based affair with three party members. You can attack, defend, use items, attempt to escape, or use "burst" move twice. MINDs step in much like the Stands of JoJo's Bizarre Adventure, protecting those who have summoned them and absorbing damage. They can also go on the offensive, with elemental attacks and special moves that you can use to fell enemies much quicker. The variation between MINDs is interesting, as are their attack illustrations, but using them is nowhere near as dynamic or engaging as, say, the Personas they resemble.
The one saving grace that Mind Zero has going for it is its absolutely gorgeous character designs, which channel the work of the great Kazuma Kaneko. It's a sight to behold, and undoubtedly one of the main reasons buyers will have been drawn to the project in the first place. Regrettably, multiple typos and a bizarre font choice brings forth the feeling that the editors didn't care about creating a translated project so much as a finished one.
Mind Zero is in no way a travesty, but despite glaring shortcomings, it's very average. A premise that sets the stage for an exciting thrill ride gives way to a rickety dungeon crawler with little to offer in the way of combat genius, looting, or even life sim elements. A game will collapse if there's nothing in it, and while it's not "nothing" per se here in Mind Zero, there certainly isn't enough good to recommend it as even a Persona competitor, let alone imitator.

Where is my mind?At a glance, it's easy to look at Mind Zero and compare it to the Persona series given its art style and the narrative advertised within early trailers and promotional materials. And you wouldn't be incorrect in declaring tha...

Sony recently announced the two day "PlayStation Experience" fan event. Tickets to the December 6-7 Las Vegas event are going on sale tomorrow.
There's going to be hands-on time for upcoming games, some brand new annou...

You know what Minecraft is, your parents know what Minecraft is, and your grandparents just don't understand why that younger family member is on the iPad all the time. It's everywhere, but why has it never received a proper ...

Oct 19 //
Brittany Vincent
Fairy Fencer F (PS3)Developer: Compile HeartPublisher: NIS AmericaReleased: September 16, 2014MSRP: $49.99
You should already be pretty aware of where the story is going when it opens up with the perpetually hungry Fang, who doesn’t really care about anything he’s doing since he’s so hungry. Right when those words spill out of his mouth, it becomes infinitely more difficult to care about anything that transpires during his time in the story -- unfortunately he’s the protagonist, so we’re forced to listen to plenty more drivel about how apathetic he truly is about things. And how he’ll “eat when he wants to.” Riveting.
But when Fang hears he can pull a special Sword in the Stone move and wish for whatever he wants as a result (food, of course) he does so and gets a whole lot more than he bargained for. When a fairy jumps out and tells him he’s now forced to gather weapons to be used in a battle to seal away the “Vile God,” he becomes bound to a special sword known as a Fury, and eating just has to wait until he fulfills his new role as a being known as a Fencer. I’d be pretty upset if I were Fang personally, but then again I would have just gone to a grocery store or something, like a rational person.
The fairy within Fang’s Fury weapon is a hot-headed pink-haired nymphette named Eryn, and when you combine her haughty condescension with Fang’s apathetic “can’t-be-bothered” attitude, you have a recipe for two of the most grating characters you could possibly have been forced to spend time with. It’s really quite unpleasant, the culmination of the several awful anime tropes you always hope to avoid when it comes to this genre, and it only gets worse from there.
[embed]281894:56013:0[/embed]
In case you couldn’t already tell, there’s not much of an opportunity for epic storytelling or anything like that here, so thankfully the battles that eventually crop up give some semblance of meaning to the game. It’s a familiar turn-based affair, though you can roam the battlefield and call on your Fury partners in order to give you power.
Your partners and powers metamorphosize over the course of the game, making combat the strongest part of the concoction. As you earn weapon points and the ability to customize your equipment, you’ll realize that strategic point assignment is absolutely important. If you don’t upgrade specific things, like your combos, you’ll find that cutting down swarms of enemies is actually an impossibility, finding yourself back at square one if you don’t bother to take the time to upgrade. For anyone wishing to look beyond the typical “press X to bash Y into oblivion” system, Fairy Fencer F delivers, and it’s a genuinely fun, while it lasts.
What really steals the show is the “Fairize” ability, which finds you fusing with your fairy partner for stat boosts that go completely off the charts. You’re essentially stabbed through the torso by your Fury weapon, and after a brief, cheesy J-rock interlude, are fused with your partner. You get a fabulous transformation, new attack animations, and a nigh-unstoppable form that you’ll want to call on time and time again.
Despite this powerful option, the game’s somewhat unpredictable difficulty curve will undoubtedly end up affecting you at least one point or another, especially when you find yourself facing bosses, who are more difficult than the enemies around them in a ridiculously non-proportionate way. While that’s usually par for the course with JRPG bosses, the level of difficulty they achieve in Fairy Fencer F can get out of hand, and when you’re forced to grind for twice as long as normal to defeat them, there’s a problem.
You’ll have to hit the dungeons in order to get to the meatier parts of the game, as well. Combat is engaging, as previously established, but traversing the various dungeons, represented by different elemental affinities, is more drudgery than anything else. You aren't offered the opportunity to freely roam around in any environments, so they’ve got that going for them, but the simple action of moving from one room to another when it comes to dungeon areas isn't exactly scintillating. There's even a drop in framerate when things tend to heat up, which is bizarre, given the fact that the game isn't absolutely mind-blowingly gorgeous to start with.
Fairy Fencer F is inherently flawed, but it does boast familiar combat, plenty of items to collect, and JRPG elements that do make up for some of its shortcomings. Unfortunately, dull and grating characters, an uninspired narrative, and the slog of the game’s lengthy dungeons drag it through the dust. If you’re just getting into Compile Heart’s games and are looking for a starting point, you may as well stick to the Neptunia series, which offer more in every department in the long run. Fairy Fencer F should be relegated to footnote status in Compile Heart’s stable of role-playing games.

Not 'fairice,' but 'fairize!' If you want to think outside the box, the role-playing genre may not be the perfect playground for you -- at least, when it comes to traditional Japanese titles, which generally confine themselves to a set of tried-and-true m...

Spanish site Gamereactor has details on what looks to be an official PlayStation League for eSports on the PS4. The PlayStation Official League initiative was created in Spain, with other countries following. The report says ...

When PlayStation TV was first announced for Japan, I was fond of the device, at least conceptually, as someone who still doesn't own a PS Vita (sorry, Steven).
But I haven't given the microconsole much thought since then -- i...

The very first PlayStation Experience will take place in Las Vegas on December 6 and 7. This is a community event that Sony says that they've been planning for awhile. A community event! Not some stuffy press event! Yes.
It w...

There was an out-of-nowhere nod to Vib-Ribbon at Sony's E3 press conference this year, and then nothing. No follow-up announcement. That wasn't very nice at all.
But everything will be better, soon enough: the cult PlayStatio...